''' MIT License Copyright (c) 2019 Shunsuke Saito, Zeng Huang, and Ryota Natsume Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ''' import numpy as np from OpenGL.GLUT import * from .framework import * _glut_window = None class Render: def __init__(self, width=1600, height=1200, name='GL Renderer', program_files=['simple.fs', 'simple.vs'], color_size=1, ms_rate=1): self.width = width self.height = height self.name = name self.display_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH self.use_inverse_depth = False global _glut_window if _glut_window is None: glutInit() glutInitDisplayMode(self.display_mode) glutInitWindowSize(self.width, self.height) glutInitWindowPosition(0, 0) _glut_window = glutCreateWindow("My Render.") # glEnable(GL_DEPTH_CLAMP) glEnable(GL_DEPTH_TEST) glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE) glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE) glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE) # init program shader_list = [] for program_file in program_files: _, ext = os.path.splitext(program_file) if ext == '.vs': shader_list.append(loadShader(GL_VERTEX_SHADER, program_file)) elif ext == '.fs': shader_list.append(loadShader(GL_FRAGMENT_SHADER, program_file)) elif ext == '.gs': shader_list.append(loadShader(GL_GEOMETRY_SHADER, program_file)) self.program = createProgram(shader_list) for shader in shader_list: glDeleteShader(shader) # Init uniform variables self.model_mat_unif = glGetUniformLocation(self.program, 'ModelMat') self.persp_mat_unif = glGetUniformLocation(self.program, 'PerspMat') self.vertex_buffer = glGenBuffers(1) # Init screen quad program and buffer self.quad_program, self.quad_buffer = self.init_quad_program() # Configure frame buffer self.frame_buffer = glGenFramebuffers(1) glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) self.intermediate_fbo = None if ms_rate > 1: # Configure texture buffer to render to self.color_buffer = [] for i in range(color_size): color_buffer = glGenTextures(1) multi_sample_rate = ms_rate glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_buffer) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multi_sample_rate, GL_RGBA32F, self.width, self.height, GL_TRUE) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D_MULTISAMPLE, color_buffer, 0) self.color_buffer.append(color_buffer) self.render_buffer = glGenRenderbuffers(1) glBindRenderbuffer(GL_RENDERBUFFER, self.render_buffer) glRenderbufferStorageMultisample(GL_RENDERBUFFER, multi_sample_rate, GL_DEPTH24_STENCIL8, self.width, self.height) glBindRenderbuffer(GL_RENDERBUFFER, 0) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, self.render_buffer) attachments = [] for i in range(color_size): attachments.append(GL_COLOR_ATTACHMENT0 + i) glDrawBuffers(color_size, attachments) glBindFramebuffer(GL_FRAMEBUFFER, 0) self.intermediate_fbo = glGenFramebuffers(1) glBindFramebuffer(GL_FRAMEBUFFER, self.intermediate_fbo) self.screen_texture = [] for i in range(color_size): screen_texture = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, screen_texture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, self.width, self.height, 0, GL_RGBA, GL_FLOAT, None) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, screen_texture, 0) self.screen_texture.append(screen_texture) glDrawBuffers(color_size, attachments) glBindFramebuffer(GL_FRAMEBUFFER, 0) else: self.color_buffer = [] for i in range(color_size): color_buffer = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, color_buffer) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, self.width, self.height, 0, GL_RGBA, GL_FLOAT, None) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color_buffer, 0) self.color_buffer.append(color_buffer) # Configure depth texture map to render to self.depth_buffer = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, self.depth_buffer) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.width, self.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.depth_buffer, 0) attachments = [] for i in range(color_size): attachments.append(GL_COLOR_ATTACHMENT0 + i) glDrawBuffers(color_size, attachments) self.screen_texture = self.color_buffer glBindFramebuffer(GL_FRAMEBUFFER, 0) # Configure texture buffer if needed self.render_texture = None # NOTE: original render_texture only support one input # this is tentative member of this issue self.render_texture_v2 = {} # Inner storage for buffer data self.vertex_data = None self.vertex_dim = None self.n_vertices = None self.model_view_matrix = None self.projection_matrix = None glutDisplayFunc(self.display) def init_quad_program(self): shader_list = [] shader_list.append(loadShader(GL_VERTEX_SHADER, "quad.vs")) shader_list.append(loadShader(GL_FRAGMENT_SHADER, "quad.fs")) the_program = createProgram(shader_list) for shader in shader_list: glDeleteShader(shader) # vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates. # positions # texCoords quad_vertices = np.array( [-1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0] ) quad_buffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, quad_buffer) glBufferData(GL_ARRAY_BUFFER, quad_vertices, GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) return the_program, quad_buffer def set_mesh(self, vertices, faces): self.vertex_data = vertices[faces.reshape([-1])] self.vertex_dim = self.vertex_data.shape[1] self.n_vertices = self.vertex_data.shape[0] glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer) glBufferData(GL_ARRAY_BUFFER, self.vertex_data, GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) def set_viewpoint(self, projection, model_view): self.projection_matrix = projection self.model_view_matrix = model_view def draw_init(self): glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) glEnable(GL_DEPTH_TEST) # glClearColor(0.0, 0.0, 0.0, 0.0) glClearColor(1.0, 1.0, 1.0, 0.0) #Black background if self.use_inverse_depth: glDepthFunc(GL_GREATER) glClearDepth(0.0) else: glDepthFunc(GL_LESS) glClearDepth(1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) def draw_end(self): if self.intermediate_fbo is not None: for i in range(len(self.color_buffer)): glBindFramebuffer(GL_READ_FRAMEBUFFER, self.frame_buffer) glReadBuffer(GL_COLOR_ATTACHMENT0 + i) glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.intermediate_fbo) glDrawBuffer(GL_COLOR_ATTACHMENT0 + i) glBlitFramebuffer(0, 0, self.width, self.height, 0, 0, self.width, self.height, GL_COLOR_BUFFER_BIT, GL_NEAREST) glBindFramebuffer(GL_FRAMEBUFFER, 0) glDepthFunc(GL_LESS) glClearDepth(1.0) def draw(self): self.draw_init() glUseProgram(self.program) glUniformMatrix4fv(self.model_mat_unif, 1, GL_FALSE, self.model_view_matrix.transpose()) glUniformMatrix4fv(self.persp_mat_unif, 1, GL_FALSE, self.projection_matrix.transpose()) glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer) glEnableVertexAttribArray(0) glVertexAttribPointer(0, self.vertex_dim, GL_DOUBLE, GL_FALSE, 0, None) glDrawArrays(GL_TRIANGLES, 0, self.n_vertices) glDisableVertexAttribArray(0) glBindBuffer(GL_ARRAY_BUFFER, 0) glUseProgram(0) self.draw_end() def get_color(self, color_id=0): glBindFramebuffer(GL_FRAMEBUFFER, self.intermediate_fbo if self.intermediate_fbo is not None else self.frame_buffer) glReadBuffer(GL_COLOR_ATTACHMENT0 + color_id) data = glReadPixels(0, 0, self.width, self.height, GL_RGBA, GL_FLOAT, outputType=None) glBindFramebuffer(GL_FRAMEBUFFER, 0) rgb = data.reshape(self.height, self.width, -1) rgb = np.flip(rgb, 0) return rgb def get_z_value(self): glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) data = glReadPixels(0, 0, self.width, self.height, GL_DEPTH_COMPONENT, GL_FLOAT, outputType=None) glBindFramebuffer(GL_FRAMEBUFFER, 0) z = data.reshape(self.height, self.width) z = np.flip(z, 0) return z def display(self): # First we draw a scene. # Notice the result is stored in the texture buffer. self.draw() # Then we return to the default frame buffer since we will display on the screen. glBindFramebuffer(GL_FRAMEBUFFER, 0) # Do the clean-up. # glClearColor(0.0, 0.0, 0.0, 0.0) #Black background glClearColor(1.0, 1.0, 1.0, 0.0) #Black background glClear(GL_COLOR_BUFFER_BIT) # We draw a rectangle which covers the whole screen. glUseProgram(self.quad_program) glBindBuffer(GL_ARRAY_BUFFER, self.quad_buffer) size_of_double = 8 glEnableVertexAttribArray(0) glVertexAttribPointer(0, 2, GL_DOUBLE, GL_FALSE, 4 * size_of_double, None) glEnableVertexAttribArray(1) glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, 4 * size_of_double, c_void_p(2 * size_of_double)) glDisable(GL_DEPTH_TEST) # The stored texture is then mapped to this rectangle. # properly assing color buffer texture glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, self.screen_texture[0]) glUniform1i(glGetUniformLocation(self.quad_program, 'screenTexture'), 0) glDrawArrays(GL_TRIANGLES, 0, 6) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) glEnable(GL_DEPTH_TEST) glBindBuffer(GL_ARRAY_BUFFER, 0) glUseProgram(0) glutSwapBuffers() glutPostRedisplay() def show(self): glutMainLoop()